Author Topic: Game Performance Monitoring  (Read 1258 times)

hailstone

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Game Performance Monitoring
« on: 31 October 2008, 23:46:33 »
I've been reading about a lot of new features that people would like and I think it eventually increases the requirements of the computer to play. I think it would be good to have a way to see what features are taking the most out of the performance - like a profiling tool that might say shadows is using 5% of processing. I played a game recently that even adjusted different features automatically depending on how well your system was performing.
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daniel.santos

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Re: Game Performance Monitoring
« Reply #1 on: 1 November 2008, 08:25:58 »
hmm, you know, I really like this idea.  Mostly because it will also help to discover flaws like what appears to be affecting titi's 32 bit build of 0.2.8.  Of course, we can always do a profiling build and run that through gprof to see what's eating what, but I like the idea of having a performance monitoring mechanism built into the game that's designed around the important checkpoints, when we enter functions for specific reasons.  I might be able to squeeze most of this out of gprof if I would just learn to use it better, but I think that having a class & object perform this, with code that "compiles out" of a release build would be a wonderful idea.  Also, I can use -O3 (with inlining) and still get good profiling data.